5E DM Guild Recommendations

Reynard

Legend
It seems like it has been a while since anyone has asked, so I'm starting this new thread. If there is an existing thread, feel free to steer me that way.

Recommend me a thing or two from DMs Guild that you have found truly high quality and useful for your 5E game. It has been around long enough I expect there is some good material coming out from some reliable creators, but it feels like trying to find a good indie e-book.

Thanks.
 

CydKnight

Explorer
I can only comment on two from experience as a DM. Having finished Lost Mine of Phandelver my group wanted to keep going and playing off of that theme with the current characters.

Glasstaff did escape in the main adventure so we ran Glasstaff's Revenge almost immediately afterwards. It was simple and to the point and incorporated something directly from the adventure. I thought it looked fine on paper for one game session. The party was all Level 4 and would level up after completing this. We ended up with one player death but I fault the players' ill-advised decisions and not the campaign itself.

After Glasstaff's Revenge I went ahead and snatched up Southcrypt Falls and Southcrypt Pass. We are actually right in the middle of Southcrypt Pass which should be run first. The story falls right in line with the end of LMOP and is appropriate for the character's current levels (Level 4-5). I can give further update on these two after they have been completed by the party.

I have also looked at The Torment of Sister Garaele to run along the same storyline but I have not decided if I will run that one or not. I may make an attempt at some homebrew next instead.
 
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On my DMsGuild channel, the item I recommend most for being useful for almost every table is the Magic Spell Cheat Sheets, a suite of tools for facilitating learning and referencing magic spells. It includes magic spell lists, effects charts, and 1-sentence summaries of all spells in the Player's Handbook, Sword Coast Adventurer's Guide, and Elemental Evil companion, organized by class, school of magic, and themes.

http://www.dmsguild.com/product/175969/DD-5e-Magic-Spell-Cheat-Sheets


Other items on my DMsGuild channel:

Channel link: http://www.dmsguild.com/browse.php?x=0&y=0&author=Johnny Tek

Multiclass Feats (5e) - This is a book of feats that add new abilities based on what classes a character is multiclassed in. For example, there's a feat that grants a rogue/knowledge cleric the ability to obtain information about a creature upon successfully applying Sneak Attack (reading their blood so to speak).

The Artificer (5e class)

The Dancer (5e class)

The Swordmage (5e Class)

Monstrous PC Races: Fairy (5e race/class hybrid)

Monstrous PC Races: Gelatinous Cube (5e race)

Forgotten Realms Deity Lore Pamphlets - [Bahamut, Eilistraee, Kelemvor, Sune] - an ongoing series of pamphlets that combine researched canon with new fiction, updating lore for deities to post-Sundering status as well as offering details about the customs of clerics and paladins that serve the deities.
 

aco175

Adventurer
I can only comment on two from experience as a DM. Having finished Lost Mine of Phandelver my group wanted to keep going and playing off of that theme with the current characters.

Glasstaff did escape in the main adventure so we ran Glasstaff's Revenge almost immediately afterwards. It was simple and to the point and incorporated something directly from the adventure. I thought it looked fine on paper for one game session. The party was all Level 4 and would level up after completing this. We ended up with one player death but I fault the players' ill-advised decisions and not the campaign itself.

After Glasstaff's Revenge I went ahead and snatched up Southcrypt Falls and Southcrypt Pass. We are actually right in the middle of Southcrypt Pass which should be run first. The story falls right in line with the end of LMOP and is appropriate for the character's current levels (Level 4-5). I can give further update on these two after they have been completed by the party.

I have also looked at The Torment of Sister Garaele to run along the same storyline but I have not decided if I will run that one or not. I may make an attempt at some homebrew next instead.
Thanks for the kind words, these are mine that I posted about Southcrypt. I have a third posted as well on the actual dungeon of Southcrypt. I can follow the other two, but only contains the upper levels and not the deeper vampire giant.

I liked the Waterdeep trilogy by ES Brun, I think it is called the Power Plays arc, but these are a few more follow-on modules. I also like some of the periphery stuff that helps me DM better. Stuff on factions, guilds, and even stuff like heraldry can be good.
 
I would second the Spell Cheat Sheets. They've been invaluable for me and my table as well.

Of the adventures I've purchased/downloaded and had a chance to (partially) run, I've most liked Cave of the Missing.
 
Adversaries and Allies is really good, providing more NPCs (which was really important pre-Volo's). Pay what you want.

(not so) Legendary Actions is fun as well. It expands the role of Legendary Actions, which is one of the best (and and underutilized) new mechanics for 5E. While I wouldn't use it direct in my games, it opens up a lot of ideas and possibilities. Pay what you want.
 

pogre

Hero
Resurrecting this thread. It's linked to the wiki - so I hope that makes it less annoying. ;)

Has anyone bought anything recently on DM Guild that is worthy of recommendation?

I'm particularly fond of buying adventures, but I will look at any recommendation - aside from paper terrain and minis.
 

Merifluous

Explorer
I've found Sean McGovern's Guide To CoS and SKT pretty useful in that it just made it easier for me to DM. I thought Tarokka Deck Unleashed was fun. I've started reading Uncaged volume 3 and it seems like it would be a ton of adventures you could deploy quickly. Lastly, I just started using Wyatt Trull's DotMM companion for the Crystal Labyrinth level, and it really helps make up for the one the chief criticisms of that book (that the levels are too one-off).
 

Marandahir

Explorer
Some good recommendations above (Ulraunts series is especially great!).

In addition, I'd recommend anything 5e written by WotC, anything with that official Guild Adept logo, anything by Keith Baker (such as Morgrave Miscellany and the upcoming Exploring Eberron), anything by Ed Greenwood, anything by Matt Mercer (but get the 2020 version of the Blood Hunter and skip the additional Hunter Order since it's included in the class revision), plus a handful of key Adventurer's League sources:

Moonshaes Region Guide
The Border Kingdoms (Ed Greenwood)
The two Eberron series of adventures (Embers of the Last War and Oracle of War)
The DDAL00-XX series (such as DDAL00-11 Pipyap's Guide to All the Nine Hells)
The Heir of Orcus series

Oh, and also of the other top best sellers: an extra plug for the phenomenal Uncaged series (worth every penny!), and Book of Seasons series, The Armorer's Handbook, Blackstaff's Book of Spells, and Nerzugal's various DM toolkits that are excellent compliments to the DM's guide.
 

Weiley31

Adventurer
Update: Tortle is in the new Wildemount book. So that may make my Tortle suggestion moot. And e en if your not into Crit Roll, book is great for mining stuff. One such example is a much more "clearer" reasoning for the Hexblade Patron.
 

GlassJaw

Adventurer
I will ALWAYS recommend this!

The Beast of Graenseskov, written by EN World's own @Quickleaf.

It's an amazing (and complicated af lol) example of a mystery sandbox adventure. Mystery adventures are really tough to write - and run! So are sandbox adventures. This one is both!

And even if you never run it, there is so much material to salvage or again, just read it as a study in mystery sandbox writing.

Oh, and Quickleaf, if you read this, you still haven't answered my message. ;)
 
I can heartily recommend Monstrous Races by Tyler Kamstra; really good for incorporating outlandish races into your game.

I will ALWAYS recommend this!

The Beast of Graenseskov, written by EN World's own @Quickleaf.

It's an amazing (and complicated af lol) example of a mystery sandbox adventure. Mystery adventures are really tough to write - and run! So are sandbox adventures. This one is both!

And even if you never run it, there is so much material to salvage or again, just read it as a study in mystery sandbox writing.

Oh, and Quickleaf, if you read this, you still haven't answered my message. ;)
Thanks @GlassJaw :)

Sorry! Just saw your message and fired a reply to you!
 

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